The Death Guard are foulness made manifest. They are a vision of unnatural corruption, of nobility, courage and strength perverted into nightmarish foulness and diseased might. Cities, worlds, even entire systems rot at their touch, the power of Nurgle spreading inexorably wherever the Death Guard raise their flyblown banners.
| Book | Kind | Edition | Version | Last update |
Warhammer 40,000: The App | ||||
Warhammer 40,000: The App | Rulebook | 11 | 2.7.1 | October 2026 |
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.



Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.
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Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |
The daemons of Nurgle are not native to realspace, but instead must be summoned through the rotting veil by way of generous sacrifice and acts of foul worship.
When mustering your army, unless specifically stated otherwise, you cannot selectNone shall halt the march of the Death Guard. March upon the enemy, bestow upon them Grandfather Nurgle's festering gifts and drive them from this place.
1DPA bow-wave of contagion precedes the Maggot Lords. From this miasma of pungent filth they stride, looming close as the foe struggle to suppress their terror and muster a defence.
Friendly MAGGOT LORDS TERMINATOR units have Scouts 3".Noisome Veil A noxious shroud rises around the Tallyman, obscuring his form as he lumbers across the battlefield, monotonous incantations and droning enumerations still rumbling from his vox-emitter. MAGGOT LORDS TALLYMAN model only. (Once per battle, per army) In your opponent’s Shooting phase, when an enemy unit targets this unit, you can use this ability. If you do, this unit has Stealth. |
Bountiful Regeneration No matter the harm done to this warrior, the unclean vitality that seethes within their body constantly repairs the damage with fresh layers of rancid fat, bubbling buboes and mutant flesh. MAGGOT LORDS LORD OF VIRULENCE model only. In your Command phase, this model heals 1 wound. |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Plasma Pistol - Standard CLOSE-QUARTERS | |||||||
| Plasma Pistol - Standard CLOSE-QUARTERS | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | |||||||
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | 12" | 1 | 3+ | 8 | -3 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Numerological Artefacts | |||||||
| Numerological Artefacts | Melee | 4 | 3+ | 4 | 0 | 1 | |
| ARMY RULES | Nurgle’s Gift (Aura), Pact of Decay |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Twin Plague Spewer Anti-Infantry 2+ Ignores Cover Torrent Twin-linked | |||||||
| Twin Plague Spewer Anti-Infantry 2+ Ignores Cover Torrent Twin-linked | 12" | D6 | - | 5 | -1 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Power Fist Lethal Hits | |||||||
| Power Fist Lethal Hits | Melee | 5 | 2+ | 8 | -2 | 2 | |
| ARMY RULES | Nurgle’s Gift (Aura), Pact of Decay |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Havoc Launcher BLAST 1 | |||||||
| Havoc Launcher BLAST 1 | 48" | D6 | 3+ | 5 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Armoured Tracks | |||||||
| Armoured Tracks | Melee | 3 | 4+ | 6 | 0 | 1 | |
| ARMY RULES | Nurgle’s Gift (Aura), Pact of Decay |


RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Plaguespurt Gauntlet anti-infantry 4+ CLOSE-QUARTERS Ignores Cover Torrent | |||||||
| Plaguespurt Gauntlet anti-infantry 4+ CLOSE-QUARTERS Ignores Cover Torrent | 12" | D6 | - | 3 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Manreaper - Sweep Lethal Hits | |||||||
| Manreaper - Sweep Lethal Hits | Melee | 8 | 3+ | 4 | -1 | 1 | |
| Manreaper - Strike Lethal Hits | |||||||
| Manreaper - Strike Lethal Hits | Melee | 4 | 2+ | 8 | -2 | 2 | |
| ARMY RULES | Nurgle’s Gift (Aura), Pact of Decay |


RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Plasma Pistol - Standard CLOSE-QUARTERS | |||||||
| Plasma Pistol - Standard CLOSE-QUARTERS | 12" | 1 | 3+ | 7 | -2 | 1 | |
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | |||||||
| Plasma Pistol - Supercharge CLOSE-QUARTERS Hazardous | 12" | 1 | 3+ | 8 | -3 | 2 | |
| Blight Launcher BLAST 1 Lethal Hits | |||||||
| Blight Launcher BLAST 1 Lethal Hits | 24" | D3 | 3+ | 6 | -1 | 2 | |
| Plague Spewer Anti-Infantry 2+ Ignores Cover Torrent | |||||||
| Plague Spewer Anti-Infantry 2+ Ignores Cover Torrent | 12" | D6 | - | 5 | -1 | 1 | |
| Boltgun Lethal Hits | |||||||
| Boltgun Lethal Hits | 24" | 2 | 3+ | 4 | 0 | 1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Power Fist Lethal Hits | |||||||
| Power Fist Lethal Hits | Melee | 3 | 3+ | 8 | -2 | 2 | |
| Plague Knives Lethal Hits | |||||||
| Plague Knives Lethal Hits | Melee | 3 | 3+ | 4 | 0 | 1 | |
| ARMY RULES | Nurgle’s Gift (Aura), Pact of Decay |
The BATTLELINE keyword is used in the following Maggot Lords datasheets:
The CHAOS keyword is used in the following Maggot Lords datasheets:
The CHARACTER keyword is used in the following Maggot Lords datasheets:
The DEATH GUARD keyword is used in the following Maggot Lords datasheets:
The DEDICATED TRANSPORT keyword is used in the following Maggot Lords datasheets:
The EXPLOSIVES keyword is used in the following Maggot Lords datasheets:
The INFANTRY keyword is used in the following Maggot Lords datasheets:
The MAGGOT LORDS keyword is used in the following Maggot Lords datasheets:
The NURGLE keyword is used in the following Maggot Lords datasheets:
The SMOKE keyword is used in the following Maggot Lords datasheets:
The TERMINATOR keyword is used in the following Maggot Lords datasheets:
The TRANSPORT keyword is used in the following Maggot Lords datasheets:
The VEHICLE keyword is used in the following Maggot Lords datasheets:




| Q: | When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them? |
| A: | Line of sight is drawn from any part of the observing model to any part of the model being observed. |
| Q: | Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area? |
| A: | Yes |
| Q: | When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible? |
| A: | For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all. This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover. |
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting? |
| A: | Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6. |
| Q: | My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit? |
| A: | Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6. |
The MAGGOT LORDS and TERMINATOR keywords are used in the following Maggot Lords datasheets:
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).Rapid fire weapons are capable of long-ranged precision shots or controlled bursts at nearby targets.
This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.The MAGGOT LORDS and INFANTRY keywords are used in the following Maggot Lords datasheets:

| Q: | Does my model or unit become engaged while moving through a enemy units engagement range during a move? |
| A: | No |
| Q: | If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action? |
| A: | Yes |
| Q: | If a unit becomes battle-shocked after starting an action does it stop performing that action? |
| A: | Yes |
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.



Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.
|
Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |
The daemons of Nurgle are not native to realspace, but instead must be summoned through the rotting veil by way of generous sacrifice and acts of foul worship.
When mustering your army, unless specifically stated otherwise, you cannot selectHigh-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Weapons designed for close-quarters fighting can be wielded effectively even in the press of melee combat.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06).Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.
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| Q: | I have a rule that triggers when a mortal wound is allocated to a model, when does this happen? |
| A: | When you select a model in the Select Model step of Mortal Wounds (06.02). |
| Q: | I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons? |
| A: | No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.) |
| Q: | If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll? |
| A: | No, the unit would make 1 single hazard roll. |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.| Q: | When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order? |
| A: | Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound. |
| Q: | I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls? |
| A: | Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit. |
| Q: | Can I group or allocate a wound to a destroyed model? |
| A: | No. |
The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.A noxious shroud rises around the Tallyman, obscuring his form as he lumbers across the battlefield, monotonous incantations and droning enumerations still rumbling from his vox-emitter.
MAGGOT LORDS TALLYMAN model only. (Once per battle, per army) In your opponent’s Shooting phase, when an enemy unit targets this unit, you can use this ability. If you do, this unit has Stealth.
Certain weapons are the bane of particular foes.
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.Dual weapons are often grafted to the same targeting system for greater lethality.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.A bow-wave of contagion precedes the Maggot Lords. From this miasma of pungent filth they stride, looming close as the foe struggle to suppress their terror and muster a defence.
Friendly MAGGOT LORDS TERMINATOR units have Scouts 3".No matter the harm done to this warrior, the unclean vitality that seethes within their body constantly repairs the damage with fresh layers of rancid fat, bubbling buboes and mutant flesh.
MAGGOT LORDS LORD OF VIRULENCE model only. In your Command phase, this model heals 1 wound.
The Death Guard are warriors of the Plague God Nurgle. Their bloated bodies are riddled with corruption, and their mere presence causes the foe to sicken and wither in the grip of supernatural diseases while the battlefield falls to rot and ruin around them.



Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within.
|
Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. |
Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model’s Objective Control characteristic to a minimum of 1). |